Comments

Comment by Everclarity

In patch 2.0.1, Consecration was changed to a trainable spell at level 20, with new ranks trainable every 10 levels, just as before. In the holy talent tree, Consecration has been replaced by an Aura Mastery talent, which increases the radius of the Paladin's Auras to 40 yards.

Comment by Pantaryl

Consercration is the only Paladin Area of Effect spell, other than some strictly undead only ones. This helps with, in PVP, keeping those nasty rogues from ambushing you!

Comment by Fujikan

This spell will be used later on in instances. WIth bosses like gluth and vankriss I beleive it is in aq40. The paladins kite mobs along with righteous fury.

Comment by akirabrewer

From my experience from being a Holy Paladin, this isn't really worth it. It does do aoe damage but it is only good when your level 60 and you are running your friend threw VC, WC, SFK, Stocks, ect to take down the low levels easily. It is now replaced because of the last patch.I hope my information helped you.

Comment by Atomicmuffin

Since this spell as of Patch 2.0.1 is trainable at level 20 and no longer requires a taent point it should be obtained and used by all paladins. Its the only AoE(Area of Effect) spell that damages all types of enemies not just undead. It also along with righteous defense is a great tanking ability when paired with righteous fury.

In PvP it doesnt fare so well the spell does a very weak amount of damage to your enemies at a high mana cost. Not even in close encounters with multiple members of the opposite faction is using this talent recomended by most paladins.

In PvE this is a great Tanking talent when combined with Righteous fury. However it is an extreme mana burner and most Tankadins prefer righteous defense as of patch 2.0.1 as their prefered tanking talent over Consecration/Righteous Fury.

Comment by Fujikan

The only paladin AOE that can dmg any target. Used to kite in some boss fights such as Gluth in naxx.

Comment by Mentos

What is the spell damage coeffecient?

Comment by draeneidennis

yea its pretty annoying how paladins get lots of offensive abilities which can b only used against demons, undead, foes with health below 20% etc etc etc...

Comment by Shorty

Pretty useful as a tanking tool, since with 0 spell damage and no libram it will do about 131 threat/second to all targets in range.

Comment by Deckardpain

Also useful for multi-mob tanking when combined with Righteous Fury.

Comment by helmers

512 damage is not much, but this is the paladin spell that scales the best with spelldamage - with 600 spelldamage it does around 1000 damage. If you have 3 targets around you, be it mobs or enemy players, you will do 3000 damage for 600 mana. There is next to no resistance against it, and the only way they can get out of it is by leaving you alone (giving you time to heal).

Consecration is a wicked AoE grinding tool. Pull as many mobs as you dare, Consecrate and heal yourself (it helps to have uninterruptible heals). If you get in trouble, just bubble and keep at it.

Comment by freelancerbob

Rank 1 Consecrate is rather useful in pvp, including arenas, as a stealth counter. For next to no mana the area around you is effectively denied to stealthed players for 8 seconds. Have your group stay together under it's protection while you consider how to find and defeat your foe.

It is sometimes of use in battlegrounds to force enemy movement. Most players instinctively move out of any aoe, regardless of damage inflicted, thus this can be used to throw an enemy into confusion, and perhaps buy some time.

Comment by luminair

i've been to a RFD group with a pally before, he can hold almost all the group aggro and allow mages to aoe dps, was a very quick run

Comment by moenbase

Excellent skill to use in Sunken Temple at the parts with larger groups, which is like everywhere. No need to sheep or sap them anymore anyway, Spam this skill and let the dps classes just kill the mobs while you get healed by the healer. I bet a warrior will have it much harder here as he have to Shout, Stomp and Sunder all mobs a couple of times before they stay on you.

Comment by Rach3l

Comment by Jimmerz28

Comment by moenbase

Unlike some other aoe spells, this spell doesnt get you into pvp if a flagged person is nearby. So just spam away if you wish to.

Comment by Thodas

Consecration ticks do not stop flag captures.

Comment by Exterminatus

Keep in mind that a Rogue with the Dirty Tricks talent can Sap you from outside consecrate.

Also, a Rogue who is *really* good can run in between ticks for a Cheap Shot.

Comment by Deme

The inital casting on consecration DOES NOT BREAK FLAG CAPPING. Consecration does absolutely NOTHING to a person on the flag save a tiny bit of damage. The inital casting does however stop the animation. This actually helps because you can not see if the person is capping the flag or not.

Please, for the love of god, stop trying to break flag caps with consecration.

Comment by Anenome

I've become interested in whether it will also tick on enemies that enter the area of effect after the cast, or if enemies have to be hit by the first blast-radius for the DOT to tick on them. Knowing such things can help in situations like collecting Murlocs in the Tidewalker fight.

Comment by Veeria

Any enemies who enter the area after cast will still get damaged for the rest of the duration of the spell for as long as they stay inside the area.

Comment by pacientK

It damage anyone who stay in zone. If you leave affected zone you dont take damage.

Comment by Spliffer

As nobody seems to have said what is posted under consecration rank 1, ill post it here:

Original post By Deme on 04/18/2008 (Patch 2.4.1)"The inital casting on consecration DOES NOT BREAK FLAG CAPPING. Consecration does absolutely NOTHING to a person on the flag save a tiny bit of damage. The inital casting does however stop the animation. This actually helps because you can not see if the person is capping the flag or not.

Please, for the love of god, stop trying to break flag caps with consecration."

I didn't rewrite it since he speaks the truth so clearly. so listen to the man, plz.

Comment by frmorrison

On a single-target, this is the most mana efficient rank at 70.

Comment by Erandel

This can be written as 576+0.32(SPH+AP)

The wotlk spell takes 32% bonus from the total of you AP and SP. The BC spell takes 95.24% bonus from SP and nothing from AP.

It does the same dmg for both calculation methods. But if the paladin will take the talents for 30%stm->SP, the spell will do ~12% more dmg and 22% more threat.

Comment by Athene

I just realised that consecration actually seems to get dps viable in WotLK.- The damage is scaling with both AP and spelldmg.- The total base dmg at lvl80 is 576, that is with 0 AP and 0 spelldmg. 100 AP or spelldmg increases the dmg by 32.- The damage is not mitigated.

Consecration is not even the least mana effective of the spells mentioned. It's more effective than DS at dealing damage on targets that don't move alot, like several raid bosses. The DS healing shouldn't be needed in a raid anyway.The biggest downside is ofcourse that enemies can run out of it, but it's definately a spell I will use while mana is not a problem and burst is not required.

Comment by Skinix

Can someone make it clear for me, i dont get the spell in lich king.. Please tell how that is gonna work, is it a nerf or a buff..?

Please help me, Tell me how the spell is gonna work

i dont get it :S

Comment by Skinix

Can someone make it clear for me, i dont get the spell in lich king.. Please tell how that is gonna work, is it a nerf or a buff..?

Please help me, Tell me how the spell is gonna work

i dont get it :S

Comment by Skinix

Can someone make it clear for me, i dont get the spell in lich king.. Please tell how that is gonna work, is it a nerf or a buff..?

Please help me, Tell me how the spell is gonna work

i dont get it :S

Comment by Thoragar

SPH is Spell Damage/Healing and AP is Attack Power. What this formula is saying is:

Let's take some numbers from the post above you. If you have 2000 AP and 600 spell damage (new talent in WotLK) consecrate would hit for:

= 1408 before talents.

Basically.. Consecrate will be scaling with AP just as much as it will with spell damage, which is incredible. Means protadins can pick up the new str/stam/defense gear and still benefit their consecrates.

Comment by quthar

Basically.. Consecrate will be scaling with AP just as much as it will with spell damage, which is incredible. Means protadins can pick up the new str/stam/defense gear and still benefit their consecrates.

It actually scales better with AP than it does with spell power since one point of AP costs less than one point of spell power

Comment by Kitheria

Did you include in your math that Divine Storm can crit for 1.5x the damage plus an additional 25% damage from talents and 3% from a metagem? I wouldn't say that Consecration is more effective than Divine Storm until this was included with roughly 35% crit chance.

Divine Storm is 20% base mana and Consecration is 22% base mana in the current WotLK beta build.

Comment by kalisala

Cannot find gears give as much AP as SPH? Just look at the gears in TBC...A +30 str gear can give you 60 AP, and there are loads of plates with +30 str....As for SPH ....can anybody here name a plate that add +60 SPH?...

That is, of course, easier to stack SPH, if you are planning to cast Consecration wearing clothes...

Comment by manicmania

it is now 4% per second.

Comment by daggerwolf

mrcrowt: my prot's consecrate went up by about 80. that's pretty significant. between the AP coefficient added, and sta going to +dmg now, most prots do see much bigger contributions to their spells now from their gear. yes the contribution from the AP coefficient (via str) almost exactly matches the +dmg that was removed. But we also have a ton of stamina that is now being converted to +dmg too.So yes, prot paladins will see a change in their damage.

Comment by Ilekrevs

No longer true, it's now based on base mana now because Blizz didn't like downranking

Comment by turtlelord

DOES NOT, does not take 26% of base mana, it takes 14.2859% of base mana.

Comment by toastmaster7727

You are wrong...because wowwiki is always right. The reason why you are wrong is because you a probably calculating how much mana it costs you compared to your true maximum mana (with gear/buffs). Your BASE mana is much different. This is how much mana you have WITHOUT any gear/buffs on to contribute to your mana pool.

Also, Ive had questions about how to calculate how much dmg this spell does (people get confused with all the complicated acronyms.

Holy damage = Holy damage.

So...lets provide an example of how much damage this would do with 1000 spell dmg and 1000 AP.

= 697.28 Holy damage over 8 seconds.

Comment by BabbaTehWabba

Great for running instances just pull and let the AoE do its job

Comment by apttrick

Either this spell got its graphics changed or patch 3.1 changed some of my video settings. I can't see the disco lightning ground effect any longer, just the yellow fart clouds poking out on the cast.

I read somewhere that they split particle density and textures or some such. I can't get the ground texture to reappear after tweaking my settings. Does anyone have some info on this?

Edit- found out about the projected textures option a few days ago myself. It's a check box at the bottom of one of the video options pages. This option also causes more spells to show up with ground effects. In general, the effects got a bit more glitchy with 3.1 (they flicker pretty constantly when there are overlapping effects on my machine anyways) which is probably why blizzard turned em off.

Comment by GiObOii

Yea same thing with me, I cant see anything on the ground after i cast it. Hope they fix it, although its a good trap for rogues and droods who think there's nothing there.

Comment by Balgair

I finally found why the ground effect disappeared - enable "Projected Textures" in video options and it came back for me when I did that. Took me ages to figure out what had caused that, very annoying change.

Comment by GiObOii

Balgair is right, that worked, I found it out in the forums, was about to post it here.

Comment by mitro

is there any way to increase the Consecration radius?

any way?

or it's always the same?

Comment by rikimarutenchu

Thank you for that ^^ but...

The formula no longer says 95.4% of SP, so wouldn't it be: ?

Comment by martinu

No, Consecration always has the same range/radius

Comment by apttrick

There is a glyph for it, but it just increases the duration and cooldown (really just improves the mana efficiency at the cost of not be able to reposition it as often), not the radius.

Comment by Keelerak

Comment by Parksquad

Costs quite a bit for the level, I usually go oom if I chain cast this, beware of that, only use it sparingly (Unless you are level 30 with blessing of sanctuary, but I am talking about level 20-29's)

Comment by gortak

i have a question: did Consecration get nerfed after from pre-bc til wotlk? because ive seen lots of videos of old school pallys and their Consecration radius seems atleast twice as large!

Comment by Cer0

Well I started playing on 2.4.3 and it has been 8 yards since then.

Comment by Cer0

Not if the rogue/druid is smart enough to adjust his/her video settings.

Comment by LoreKeeperMobius

no only the display was bigger back then, the radius never changed

Comment by xstratax

Damage did get nerfed from its TBC counterpart. Assuming a Prot Paladin with 1k SP and 4k AP Raid Buffed, Consc does 2500 Damage total, which is 314 a tick...thats 853 threat a tick...Healers can easily pull off a Paladin who isnt generating threat other than Consecrate ticks now...Unlike Swipe Spam...with the same AP, the bear generates (108+.15*AP) Damage, a total of 708 dmg and 1923 threat...

Comment by randomguy43

Until you get BoS, you can use wisdom on yourself assuming you are at least mildly geared (i was rocking greens and a few instance blues and got away with wisdom just fine).

Comment by randomguy43

First rank to not come on the 10th level, just pointing out the obvious here :)

Comment by yiNXs

This setting could also explain why some people are so blatantly standing in things like voidzones. I was unhappily surprised with the results of this option on my consecration and other spells also. Blizzard should put an appropriate warning on that setting, at the moment it's too inviting to turn it off for the "greatly improved performance" they're advertising. "Projecting Textures" on the "Environment" like they're explaining it sounds like innocent eye candy, until you realize that it alters an almost crucial visual game mechanic.

Comment by Slunko

Once paladins get this ability, a blind drunk ape could effectivly play a paladin tank.

Comment by PikaPika

Comment by FlavioGomes

Comment by Thelek

AoE being loosely defined as a spell that affects all targets within the Area of Effect.

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Comment by Sacrosterion

:D 30 second cooldown! Now IT is a holy version of death and decay :P

Comment by GilbertoGrape

11% of base mana (at least for talented protadins) doesn't seem too bad. Although the 30 second cd is going to make messing up a placement more costly.

Comment by Niroshi

Consecrate now seems to be able to critically hit on the 4.0 PTR. Sexy.

Comment by Zarem

Currently in beta/ptr, it does LESS damage and has a much longer cd (30 sec up from 8 sec) and the mana cost is ridiculous (2500 mana up from a little over 900) so its pretty much useless now, just a filler not something youll use in your rotation. Currently you can spec into this as prot doing 20% more damage and costing 40% less mana (per talent point), making this a bit more useful but the cd just kills it lowering pally aoe threat.

Comment by loik

Comment by GilbertoGrape

With the Hallowed Ground talent (Rank 2) mana cost drops to about 11% base mana (half, I believe, of what it currently is). Holy Wrath, if I'm not mistaken, will be changed to damage all enemies and only stun Demons and Undead (unless glyphed). Additionally, Hammer of the Righteous is now true AoE. I believe Blizzard's intention was to make Paladins be more careful when using Consecration since placing it poorly can be as good as wasting the cd. So yes, it's an overall nerf, but they are or are at least attempting to compensate in order to make tanking a bit more adaptive and interesting for different situations.

Comment by xgru

Comment by tomirlik

So...what is the point of even using this ability anymore if it still does the same amount of marginal damage/threat, costs a chunk of mana, and has a 30 seconds cooldown?

Comment by Arthmas

yes this @#$%ing sucks i hate tanking now they need to make the glyph protection and make it increase duration by 50% and decrease cooldown by 50% lol or increas duration by 200% lol

Comment by Elorivan

Nerfing this didn't hurt tanking at all. It's very possible to hold AoE aggro without using this - I regularly go through entire dungeons without consecrating, and the only times I've ever had threat issues is when RF isn't on. 4.0 brings a big change for Prot pallies - learn your new "rotation" and you should be fine.

Comment by Kager

Use Holy Wrath, nubs. Better aggro holding.

Comment by Kager

Use Holy Wrath, nubs. Better aggro holding.

Comment by shipwrecksos

After Patch 4.0.1 went live I decided to tank a couple heroics to get a feel for the new mechanics (in full ilvl 264 gear and T10 2pc bonus). After failing miserably on AOE threat and having to spam Righeous Defense as a core part of my new rotation just to keep agro off of everyone else in my group (who were all in much lower level gear), I logged out of the game and cursed Blizzard as I cried myself to sleep in the fetal position...

Then the next day I thought..., maybe, just MAYBE I'm missing something very basic here. Turns out, I was (it pays to do a little research/practice). Here are some CRITICALLY IMPORTANT, yet easy to miss changes that you may not have caught yet which will play in to the new Consecration/AOE threat (read the tooltips closely as i explain the significance):

-Holy Wrath: This spell has undergone changes that are just as extreme as Consecration. Before the patch it had a 30 second cooldown (glyphed down to 15 seconds) and only affected undead targets. Now it natively has a 15 second cooldown, and affects ALL TARGETS (yes, any target in the game) and can be glyphed to stun/interrupt elementals and dragonkin in addition to undead and demons. Simply put, this alone nearly fills the AOE threat gap for Consecration and should be used on cooldown during every single trash mob you tank.

- Avenger's Shield / Grand Crusader: Avenger's Shield has now been buffed tremendously. Before the patch, it was on a 30 second cooldown and costed a ton of mana which made it only practical as a pulling tool or "oh crap, get over here!" crowd controller. Now it costs almost no mana at all, does more damage, and has only a 15 second cooldown (currently via talents; baseline in cataclysm) with a 20% chance to be INSTANTLY RESET each time you use Hammer of the Righteous or Crusader Strike. This means that if you open up with Avenger's Shield, followed by HOTR, it is possible to launch two Avenger's Shields within less than 5 seconds! Grand Crusader also has no internal cooldown, so with all the HOTR and Crusader Strikes you will be casting, this will generally proc multiple times in every fight. Add in the fact that it automatically silences (and dazes if glyphed) any mob it touches, and it becomes a core part of your rotation that can and should be used on cooldown every chance you get.

- Consecration / Hallowed Ground: This has probably undergone the most extreme change out of all tankadin abilities. Before the patch, Consecration lasted 8 seconds and had an 8 second cooldown, which meant that it was part of our core rotation with 100% uptime. It costed a ton of mana, but our Divine Plea (also nerfed hard) had 100% uptime, so it wasn't a problem. Now it does the same amount of damage with a whopping 30 SECOND COOLDOWN and no more constant Divine Plea (and all Tankadins said in unison, WTH BLIZZ!). However, the new Hallowed Ground talent makes this spell dirt cheap manawise and increases it's potency. Instead of having 100% uptime, it lasts only 33% as long, but does 40% more damage. If used as an opener on each trash mob this makes it much easier to gain initial crowd control due to it's high levels of threat generation through Righteous Fury. When used in conjunction with the huge buffs to Holy Wrath and Avenger's Shield your mobs will stick to you like glue even through the most powerful mage's blizzard or druid's hurricane.

I hope these tidbits have helped clear the air on what Blizzard was trying to do in this patch. I urge everyone to play around with these talents and abilities, and I assure you, you WILL be able to find a spec/rotation that is just as much if not MORE powerful than what you had before the patch.

Good luck everyone! (Oh and rate me up if this was helpful, it took a while to type up and my fingers are tired : )

Comment by Sytra94

One of the few spells that Retribution Paladins can go ahead and remove from their action bars. It will destroy your mana, and you're better off just using Divine Storm, Seal of Righteousness with the talent, and Holy Wrath.

For Prot Palis, this still gives you a considerable amount of threat. It should still be bound as something. Even though it may not give you much threat, during the intervals where you don't cast anything as prot, it's good to cast consecration. Of course, you wont be using it as much due to it's nerf, but that doesn't mean that the spell that was based for prots makes prot palis bad now. Just set some time up to learn your class first before making any judgements.

For the Glyph of Consecration, you should not get it.Reason: The Glyph only gives you a 20% duration increase, but it also increases it's cooldown by 20%. This increases both the duration and cooldown, so basically, it just decreases the mana cost of it by 20%, which shouldn't be a problem in the first place if you have the prot talent and if u keep judging. This wouldn't matter if it didn't have a negative, but in fight's like the Blood Council, and Saurfang, where you need to stop the AoE, or just need to move to another location, it proves problematic.

Sorry for any leetspeak or incorrect spelling. Should still be readable.

Comment by DarkLupine

The fact that the glyph adds only 2 seconds to the duration but 6 to the cooldown is also rather ugly. That may make sense theoretically since the percentage of up-time remains the same, but it still makes it a pretty crappy glyph. If you think about it, a glyph could just as easily work the other way to let you move it more frequently.

Comment by Jrubzjeknf

Great for catching rogues, not so great for anything else, unless you're a Prot Paladin.

Comment by fantomex

Actual scaling at level 85 is 27% of AP and SP, not 32% as suggested.

Comment by untossable

As a protection paladin I actually think about removing Consecration from my action bar and replacing it with Holy Radiance for almost the same purpose (AoE threat) but with reduced mana costs and the benefit of helping the healer(s).